Shader "Hidden/Universal Render Pipeline/Sampling" { Properties { } SubShader { LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } Pass { Name "BoxDownsample" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 23860 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float _SampleOffset; static float4 fragment_uniform_buffer_0[137]; Texture2D _BlitTexture; SamplerState sampler_BlitTexture; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_34 = fragment_uniform_buffer_0[136u].x * (-1.0f); precise float fragment_unnamed_36 = fragment_uniform_buffer_0[136u].x * (-1.0f); precise float fragment_unnamed_37 = fragment_uniform_buffer_0[136u].x * 1.0f; precise float fragment_unnamed_39 = fragment_uniform_buffer_0[136u].x * 1.0f; float4 fragment_unnamed_74 = _BlitTexture.SampleBias(sampler_BlitTexture, float2(mad(fragment_uniform_buffer_0[132u].x, fragment_unnamed_34, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, fragment_unnamed_36, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_83 = _BlitTexture.SampleBias(sampler_BlitTexture, float2(mad(fragment_uniform_buffer_0[132u].x, fragment_unnamed_37, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, fragment_unnamed_36, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_89 = fragment_unnamed_83.x + fragment_unnamed_74.x; precise float fragment_unnamed_90 = fragment_unnamed_83.y + fragment_unnamed_74.y; precise float fragment_unnamed_91 = fragment_unnamed_83.z + fragment_unnamed_74.z; precise float fragment_unnamed_92 = fragment_unnamed_83.w + fragment_unnamed_74.w; float4 fragment_unnamed_96 = _BlitTexture.SampleBias(sampler_BlitTexture, float2(mad(fragment_uniform_buffer_0[132u].x, fragment_unnamed_34, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, fragment_unnamed_39, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_105 = _BlitTexture.SampleBias(sampler_BlitTexture, float2(mad(fragment_uniform_buffer_0[132u].x, fragment_unnamed_37, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, fragment_unnamed_39, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_111 = fragment_unnamed_89 + fragment_unnamed_96.x; precise float fragment_unnamed_112 = fragment_unnamed_90 + fragment_unnamed_96.y; precise float fragment_unnamed_113 = fragment_unnamed_91 + fragment_unnamed_96.z; precise float fragment_unnamed_114 = fragment_unnamed_92 + fragment_unnamed_96.w; precise float fragment_unnamed_115 = fragment_unnamed_105.x + fragment_unnamed_111; precise float fragment_unnamed_116 = fragment_unnamed_105.y + fragment_unnamed_112; precise float fragment_unnamed_117 = fragment_unnamed_105.z + fragment_unnamed_113; precise float fragment_unnamed_118 = fragment_unnamed_105.w + fragment_unnamed_114; precise float fragment_unnamed_119 = fragment_unnamed_115 * 0.25f; precise float fragment_unnamed_121 = fragment_unnamed_116 * 0.25f; precise float fragment_unnamed_122 = fragment_unnamed_117 * 0.25f; precise float fragment_unnamed_123 = fragment_unnamed_118 * 0.25f; fragment_output_0.x = fragment_unnamed_119; fragment_output_0.y = fragment_unnamed_121; fragment_output_0.z = fragment_unnamed_122; fragment_output_0.w = fragment_unnamed_123; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[132] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_0[136] = float4(_SampleOffset, fragment_uniform_buffer_0[136][1], fragment_uniform_buffer_0[136][2], fragment_uniform_buffer_0[136][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float _SampleOffset; static float4 fragment_uniform_buffer_0[106]; Texture2DArray _BlitTexture; SamplerState sampler_BlitTexture; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_36 = fragment_uniform_buffer_0[105u].x * (-1.0f); precise float fragment_unnamed_38 = fragment_uniform_buffer_0[105u].x * (-1.0f); precise float fragment_unnamed_39 = fragment_uniform_buffer_0[105u].x * 1.0f; precise float fragment_unnamed_41 = fragment_uniform_buffer_0[105u].x * 1.0f; float fragment_unnamed_71 = float(uint(gl_Layer)); float4 fragment_unnamed_78 = _BlitTexture.SampleBias(sampler_BlitTexture, float3(mad(fragment_uniform_buffer_0[101u].x, fragment_unnamed_36, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, fragment_unnamed_38, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_88 = _BlitTexture.SampleBias(sampler_BlitTexture, float3(mad(fragment_uniform_buffer_0[101u].x, fragment_unnamed_39, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, fragment_unnamed_38, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_94 = fragment_unnamed_88.x + fragment_unnamed_78.x; precise float fragment_unnamed_95 = fragment_unnamed_88.y + fragment_unnamed_78.y; precise float fragment_unnamed_96 = fragment_unnamed_88.z + fragment_unnamed_78.z; precise float fragment_unnamed_97 = fragment_unnamed_88.w + fragment_unnamed_78.w; float4 fragment_unnamed_101 = _BlitTexture.SampleBias(sampler_BlitTexture, float3(mad(fragment_uniform_buffer_0[101u].x, fragment_unnamed_36, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, fragment_unnamed_41, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_110 = _BlitTexture.SampleBias(sampler_BlitTexture, float3(mad(fragment_uniform_buffer_0[101u].x, fragment_unnamed_39, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, fragment_unnamed_41, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_116 = fragment_unnamed_94 + fragment_unnamed_101.x; precise float fragment_unnamed_117 = fragment_unnamed_95 + fragment_unnamed_101.y; precise float fragment_unnamed_118 = fragment_unnamed_96 + fragment_unnamed_101.z; precise float fragment_unnamed_119 = fragment_unnamed_97 + fragment_unnamed_101.w; precise float fragment_unnamed_120 = fragment_unnamed_110.x + fragment_unnamed_116; precise float fragment_unnamed_121 = fragment_unnamed_110.y + fragment_unnamed_117; precise float fragment_unnamed_122 = fragment_unnamed_110.z + fragment_unnamed_118; precise float fragment_unnamed_123 = fragment_unnamed_110.w + fragment_unnamed_119; precise float fragment_unnamed_124 = fragment_unnamed_120 * 0.25f; precise float fragment_unnamed_126 = fragment_unnamed_121 * 0.25f; precise float fragment_unnamed_127 = fragment_unnamed_122 * 0.25f; precise float fragment_unnamed_128 = fragment_unnamed_123 * 0.25f; fragment_output_0.x = fragment_unnamed_124; fragment_output_0.y = fragment_unnamed_126; fragment_output_0.z = fragment_unnamed_127; fragment_output_0.w = fragment_unnamed_128; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[101] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_0[105] = float4(_SampleOffset, fragment_uniform_buffer_0[105][1], fragment_uniform_buffer_0[105][2], fragment_uniform_buffer_0[105][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } } }